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One System To Rule Them All!

Which Generic System Would You Choose?

  • GURPS 4th Edition

    Votes: 36 27.7%
  • Hero 5th Edition Revised

    Votes: 23 17.7%
  • End All Be All (EABA)

    Votes: 2 1.5%
  • CORPS

    Votes: 1 0.8%
  • Fudge

    Votes: 10 7.7%
  • FATE

    Votes: 4 3.1%
  • The Window

    Votes: 1 0.8%
  • Something Else

    Votes: 53 40.8%

  • Poll closed .
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DMH said:
How much support do you want for it? I voted for Fudge because, even if though it needs a lot of work by the GM, it can fit just about any setting.

Support is a big issue - I have free time, but not a lot of it. That said, I like Fudge a lot and it would probably be one of my Top 3 contenders if I had more free time. In fact, I usually default to The Window for my multi-genre needs, but am looking elsewhere because most of the support for said system is stuff that I designed, and I just don't have the free time for that right now.
 

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jdrakeh said:
Yeah, I'm leaning heavily towards GURPS 4e, as I'm currently playing in a game based in Half-Life's post-incident Earth that uses GURPS Lite 4e. Out of curiosity, how playable 'out of the box' is the Character book? What kind of genres could I easily cover with it, as is?

It works perfectly fine for most standard fantasy, historical, Supers, and modern-day campaigns. If you want to use it for equipment-heavy science fiction campaigns, you might need to make up some equipment - there are plenty of example weapons, armor, and devices in the book, but SF is such a huge field that it is impossible to cover every possible gadget in just the basic book.

The spell list in the Basic Set is not ultra-detailed, but the number of spells is large and self-contained enough to keep most mages occupied for a long time. As for nonhuman races, as long as you can envision them, you can easily make up appropriate racial templates (though GURPS Fantasy has quite a few sample templates).

If you have a specific genre in mind, say it and I will tell you if you need anything more than the Basic Set.

Also, is the Campaigns book a necessity (like the old Compendiums eventually came to be), or is it purely optional?

A near-neccessity. Characters has some very basic combat rules, and if the GM is good at making up rules on the spot Characters is probably going to be sufficient, but the division is pretty clear - Characters has all the rules information for character creation, and Campaigns everything else.

[Note: Incidentally, I've been meanign to ask - is there an Urbis PDF or other print-friendly file?]

Sadly, no. Urbis is still in development (though I have unfortunately been busy with work in the recent months - but I hope to change that soon), and increasing the amount of material available is a higher priority than offering different format.

But thanks for asking - it is always nice to hear other people taking an interest!
 

jdrakeh said:
Support is a big issue - I have free time, but not a lot of it. That said, I like Fudge a lot and it would probably be one of my Top 3 contenders if I had more free time. In fact, I usually default to The Window for my multi-genre needs, but am looking elsewhere because most of the support for said system is stuff that I designed, and I just don't have the free time for that right now.

As of now, the fantasy genre has been covered very well by GURPS - it is hard to think of more stuff you will need. This month, GURPS Powers is supposed to come out, which will tell you about all the neat things you can do with GURPS in practice. The SF stuff is still a bit further away, but I think there will be a couple of releases next year covering it.
 

Isn't FATE just a more specific FUDGE?

Anyways, I went with HERO 5. IF you really want universal, the metamechanical approach of HERO makes it happen. I find that with GURPS, you'll be back in the situation of needing new books again, and with FUDGE/FATE, you'll end up doing it yourself. (Though fudge would be my second choice. Though I do sense there is extra work for specific adaptations, I like the core mechanic.)
 

I voted FUDGE, as it is fairly flexible and I've always thought it interesting (but never actually played it - yet). But I don't really know most of the options.

I think I will check out Grim Tales or d20 Modern before running the above, though. There should be lots of suppluments and adventures and additions that I could tack on to these that I couldn't for anything else. And the core rules remain the same, allowing play in the fantasy genre, cybersapce, or whatever.

Of course, my One System is actually Ars Magica. But it only works for an Ars Magica game...
 

Jürgen Hubert said:
If you have a specific genre in mind, say it and I will tell you if you need anything more than the Basic Set.

I'm looking at running a World War II pulp horror campaign with the occasional mecha in it - are there any kind of vehicle creation rules in the Basic Set?

A near-neccessity. Characters has some very basic combat rules, and if the GM is good at making up rules on the spot Characters is probably going to be sufficient, but the division is pretty clear - Characters has all the rules information for character creation, and Campaigns everything else.

Damn. I was really hoping to stick to one book, but I might have to take the plunge and get the both of them.
 

jdrakeh said:
I'm looking at running a World War II pulp horror campaign with the occasional mecha in it - are there any kind of vehicle creation rules in the Basic Set?

No, just some stats for generic vehicles and rough guidelines.

However, for World War II, you will want the excellent GURPS WWII which, while written for 3e, does have vehicle construction rules (and those should be easily convertible) which IIRC do cover legged vehicles. Note that both this book and the other GURPS WWII books are currently available at vastly reduced prices at Warehouse 23 ($10 each). I especially recommend GURPS WWII: Weird War II, which covers all sorts of supernatural and other strangeness you can throw into the mix...

Damn. I was really hoping to stick to one book, but I might have to take the plunge and get the both of them.

Ultimately, I think it is worth it. And Characters really is an amazingly complete book...
 

Yair said:
Of course, my One System is actually Ars Magica. But it only works for an Ars Magica game...

I've run a modern-era campaign using Ars 4th, actually - if you cut out Magi, you can run a compelling game in pretty much any genre using the rules for Companions and Grogs. Hmm... damn you! Now you've got me reconsidering my own criteria ;)
 

Jürgen Hubert said:
Note that both this book and the other GURPS WWII books are currently available at vastly reduced prices at Warehouse 23 ($10 each).

Damn. Unfortunately, online orders are out of the question for me, right now :(

Ultimately, I think it is worth it. And Characters really is an amazingly complete book...

Cool. Thanks for all of your feedback, Jurgen - you've been incredibly helpful in narrowing down my choices (GURPS is definitely the top contender at the moment, given both your input and the fact that I'm playing in the aforementioned GURPS Lite game under another GM).
 
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